Swarms

Swarms are a way of representing a group of enemies acting in a single, organised manner. Apart from being a dangerous threat, it also adds a greater scale and intensity to combats whilst keeping combat streamlined.

Base Mechanics of a Swarms

Composition

All Swarms possess two elements: the Overseer, and the Underlings. The Overseer is the leader of the Swarm, and possesses the Overseer trait. The Underlings, however, are the basic minions that make up the Swarm's ranks.

The Overseer is an Independent Character. The Swarm acts on the Overseer's initiative. The Overseer directs the Swarm's actions through Commands. Furthermore, whilst in formation, the Overseer is granted a degree of protection from enemy attack.

The Underlings are a number of minor characters. All Underlings possess the exact same profile with the exact same equipment. Underlings must remain 'in rank' with the Swarm by remaining within 1km of the Overseer and are not separated by some physical barrier. If an Underling moves out of rank, it is no longer part of the Swarm, but must spend all its time attempting to move back into rank.

Whenever the Overseer makes a Command, all of the Underlings are treated as though they'd made that action simultaneously, thus ensuring the unit acts in a coherent single entity.

The basic ranged weapon the standard Underlings possess is called their Primary Ranged, whilst the basic melee weapon is called their Primary Melee.

Swarms may sometimes have a special Underling known as a Specialist, who replaces one of the weapons with a special one. The Specialist acts in a usual manner for an Underling, except that they have a different weapon, and make a separate attack test when firing that weapon.

Unit Strength

All Swarms possess a Unit Strength (US), which is equal to the number of Underlings it contains. US dictates the strength of Swarm attack commands, modifiers to certain tests and skills and plays a role in the Swarm's psychology. US depletes as the Swarm loses Underlings.

Many options add a "Unit Strength Modifier" (USM) to a test either as a bonus or a penalty. In these situations, the USM is equal to US*5, so a Swarm with US10 has a USM of 50 (it increases or reduces some tests by 50). The USM caps at either +60 or -60.

Overseers

The Overseer, as noted, is the leader of the Swarm. Should the Overseer die, the swarm dissolves. PCs and NPCs can be Overseers as well, a situation in which they both benefit the Swarm as well as themselves. Characters may all decide which of the following 'Overseer Types' they will take: they gain a special Command related to that type (see Special Commands for details).

Bomardier. Uses the Swarm as primarily a method to augment the heavy weapons wielded by themselves or the Specialist with the Weapons Team passive command. Good for artillery-type characters.

Champions. Augments the Swarm's abilities in close combat with the Stand and Fight passive command. Good for close-combat oriented Swarms.

Pathfinder. Helps the Swarm traverse difficult terrain and evade enemies with the Cover Ground active command. Good for quick, light Swarms who also tend to stick to cover.

Sergeant. Increases survivability of a Swarm with the Hold Fast passive command. Good for people who like to lead tough units, or tend to end up leading average units in need of a boost.

Spotter. Vastly improves its Swarm's accuracy, as well as lethality with sniper weapons, with the Marked Attack active command. Good for line units with basic high-volume weapons or single shot Accuracy weapons.

Technician. Turns the Swarm into a support team that benefits the Technician's skills with the Special Team passive command. Good as an all-rounder.

Swarms in Combat

Attacking Swarms

When attacking a Swarm, a character applies bonuses and penalties as though they were attacking the most favourable target in the Swarm.

Most of the time, a Swarm will be represented as a single whole token, but there may be times when they're divided up, which is where this rule applies. For example, if the nearest member of the Swarm is 3km away but the farthest is 6km, and you get short range bonuses at +10, then you count as targeting the closest member and so get that bonus.

On attacking a Swarm, any hits may be allocated against the Underlings as normal, although they may not attack the Overseer or any special Underlings unless there are no normal Underlings left. So long as you can attack one Underling, all Underlings of the Swarm are considered to be valid targets even if, normally, you could not reach them, such as due to them being out of melee range.

However, if the character rolled doubles on their roll (eg. A 22 or 33), then they may choose to allocate attacks however they wish, including against the Overseer.

Alternatively, characters may target the Overseer or any special Underlings by using the Called Shot action. This suffers USM as a penalty (which doesn't stack with the usual Called Shot penalty; take whichever is higher), but on a hit allows you to choose which target you strike and also applies the usual benefit of a called shot.

Damaging Swarms

Underlings in a Swarm do not take damage as normal. Instead, whenever they take a hit that deals damage in excess of any damage reduction (eg. AP, TB etc), then they instantly die- they effectively count as having one wound each. All attacks on Underlings in a Swarm count as hitting the body.

Overseers, of course, possess their usual complement of wounds and suffers damage in the usual manner.

Swarms count as being in cover so long as a majority of the Underlings are in cover. If the Overseer is in cover, then the Overseer counts as being in cover even if the majority of the Underlings are not.

Some special weapon types are better at dealing with Swarms than others:

Attacks with the Spray Quality, if they deal damage, kill one Underling per range bracket- 1 at assault, 2 at Close, 3 at Medium etc. If the attack furies, then this becomes two Underlings per bracket.

Attacks with the Blast Quality, if they kill an Underling, kill 2 extra Underlings. If the weapon furies, then it kills an extra number of Underlings equal to the Blast quality, to a minimum of 2.

Attacks with the Devastating Quality, if they kill an Underling, kill extra Underlings equal to the Devastating Quality.

Attacking with Swarms

When Swarms attack, they are able to spread their attacks amongst any targets within range and line of sight.

When making attacks, Underlings only roll damage once and apply that result to all hits. If multiple hits are assigned to a single target, then every hit past the first just adds +1 damage to the first hit.

Underlings otherwise only attack when given Commands by the Overseer.

If a Swarm Attack would have multiple conflicting bonuses or penalties for an attack, for example shooting between two targets, one of whom is farther away, always take the lowest bonus or the harshest penalty.

Evading Swarm attacks works just like evading a Burst or Flurry attack, with each DoS negating another hit.

Fear, Pinning and Break tests

Whenever a Swarm is in a situation that it must make a Fear or Pinning, then the Overseer makes a Willpower test; on a success, the Swarm stands firm.

If the Overseer fails a Fear test, however, the Swarm dissolves; all Underlings instantly flee as though they'd rolled an 81-100 on the Shock Table, whilst the Overseer rolls fear as normal.

If the Overseer fails a Pinning test, then the Swarm will fall back or move to cover as normal, may only benefit from Half Action or Reaction Commands and may not advance toward an enemy until the Overseer overcomes Pinning.

Break tests are Swarm-unique tests that trigger if the Swarm takes more US damage before its turn than its WP Bonus. The Overseer makes a +20 Command test with a -5 penalty per US lost before its turn. If the Overseer fails, then the Swarm collapses, with the Underlings fleeing as though they had rolled an 81-100 on the Shock Table; the Overseer is unaffected.

Overseers who are not currently part of a Swarm may make a Command-20 test to try to force some unattached Underlings back into formation. On a success, the Overseer coerces a number of Underlings equal to their FB, plus 1 per DoS, into creating a new Swarm around themselves.

Swarm Commands

Swarm Commands are issued on the Overseer's turn. Using a Command requires the Overseer to use an action, eg. Half or full. Once activated, the Swarm follows the Command immediately. Unless explicitly stated, activating Commands do not require tests from the Overseer.

Swarms only act through Commands. Like normal units, they possess a single Full Action (or two Half Actions) per turn and a single Reaction per round. Swarms can only make Reactions due to a Command from their Overseer.

Commands are divided into Generic, Special and Passive Commands.

Generic Commands are Commands that any Overseer may use.

Special Commands are rarer- they cannot be accessed by everyone, and can depend on the type of Underlings that makes up the Swarm's composition or on the type of Overseer.

Passive Commands are a subset of Special Commands that are like traits in that they passively modify a Swarm and do not need to be activated. Passive Commands are tied to Underlings, not to Overseers.

Thus your typical Swarm will have one Passive, derived from Underlings, and one Special, derived from the Underlings or from the Overseer.

Each member of the Swarm moves up to their Full Move distance. If the Swarm was in cover before this movement, and counts as being in cover after it is done, then they count as still having the previous cover's protection during the move itself, even though they briefly leave cover for a time.

Run

-

Full

Movement

Each member of the Swarm moves up to their Run distance. Until the start of their next turn, WS tests against them take a +20 bonus and BS tests a -20 penalty.

Disengage

-

Full

Movement

Each member of the Swarm moves up to their Half Move distance. Opponents engaged in melee with the Swarm may not make opportunity attacks as it retreats.

Action Name

Subname

Action Cost

Action Type

Effect

Melee Attack

-

Half

Attack, Melee

The Swarm makes a WS+10 test. On a success, the Squad inflicts one hit plus one per DoS with its primary melee attack, up to a max equal to its US. Any member of the Swarm with divergent equipment, such as the Overseer or a special Underling, may make a Half Action Melee Attack as part of this action.

-

Swift

-

-

If the Swarm can make Swift Attacks, then it may make their attacks a Swift Attack. This acts such as above, except remove the +10 bonus to WS and increase the hit cap by half their WS.

-

Lightning

-

-

If the Swarm can make Lightning Attacks, then it may make their attacks a Lightning Attack. This acts such as above, except replace the +10 bonus to WS with a -10 penalty and increase the hit cap by their WS.

Charge

-

Full

Attack, Melee, Movement

Each member of the Swarm moves up to their Charge distance, and at least 4m. They then make a WS+20 test. On a success, the Squad inflicts one hit plus one per DoS with its primary melee attack, up to a max equal to its US. Any member of the Swarm with divergent equipment, such as the Overseer or a special Underling, may make a Charge Attack as part of this action.

Volley Fire

-

Half

Attack, Ranged

The Swarm makes a BS+10 test. On a success, the Squad inflicts one hit plus one per DoS with its primary ranged attack, up to a max equal to its US. Any member of the Swarm with divergent equipment, such as the Overseer or a special Underling, may make a Half Action Ranged Attack as part of this action.

-

Semi

-

-

If the Swarm's primary ranged weapon can make Semi-auto attacks, then it may be fired in semi mode. This acts such as above, except remove the +10 bonus to BS and increase the hit cap by Semi-Auto value.

-

Full

-

-

If the Swarm's primary ranged weapon can make Full-auto attacks, then it may be fired in full mode. This acts such as above, except replace the +10 bonus to BS with a -10, and increase the hit cap by Full-Auto value.

Overwatch

-

Full

Attack, Concentration, Ranged

The Swarm designates a 90 degree arc in a single direction which extends as far as the primary ranged weapon's range; this zone lasts until the start of their next turn. When an enemy enters the Kill Zone, the Swarm makes a BS-10 test. On a success, the Squad inflicts one hit plus one per 2 DoS with its primary ranged attack, up to a max equal to its US. If Overwatch would resolve at the same time as an Action of an enemy who entered the Kill Zone, then the Swarm's attack triggers if its Overseer's Agility is higher; otherwise the enemy's action resolves first; if they are tied, the two make an Opposed Agility Test to determine who acts first. If the Swarm makes a Reaction, then Overwatch is cancelled.

Action Name

Subname

Action Cost

Action Type

Effect

Scatter

-

Reaction

Evasion, Movement

The Swarm makes an Agility or Dodge test, applying USM as a penalty. On a success, the Horde may make a half move, and for every DoS it scores on the test, the Swarm reduces the number of US lost to an attack by 1, to a minimum of 1.

Action Name

Subname

Action Cost

Action Type

Effect

Use a Skill

-

Varies

Varies

The Swarm uses a skill to achieve some goal. This is a variable command, depending a lot on the context and the skill in question. Usually, the first question is whether USM will be applied as a bonus or a penalty. For example, commanding the Swarm to clear a path of rocks with Athletics will probably apply USM as a bonus, but commanding a Swarm to be stealthy is likely to apply a penalty.

Change Pattern

-

Varies

Varies

The Swarm switches to an AT Field Pattern. They must as normal possess the Pattern in order to use it.

Use AT Power

-

Varies

Varies

The Swarm uses an AT Power it possesses. They may use it at Half Strength or Full Strength as normal.

Special Command List

This is a full list of all special Swarm commands. Note that these commands have a 'Group', which bundles Commands together. A Swarm may be listed as having the 'Disciplined' group, for example, which means they gain every Command marked 'Disciplined'.
Below is a chart showing which Group has what commands.

Special Commands

When giving a Run Command, the Overseer may make a Command (+10) test. On a success, the Formation moves an extra US/2 km, and all BS attack against them take a further -10 penalty.

Jet Leap

Jump Packs

-

Half Action

Movement

The Swarm moves a distance equal to its Run Command, and all BS attacks against them take a -30 penalty until the start of their next turn. They may only use this Command twice per combat.

Fade Away

Phantom

-

Reaction

Concentration, Movement

The Overseer makes a Stealth test, opposed by the enemy who can see/hear them with the highest Awareness success threshold. The Swarm makes a Half Move, and if the Overseer wins the test, then the Swarm vanishes from the target's view and his hidden. The Swarm must be benefitting from some sort of obscuring element, such as darkness, cover, thick terrain etc.

Gathering Storm

Wild

-

Full Action

Concentration, Movement

The Swarm moves a distance equal to a Full Move, plus another 1d5km. If they make a Charge action on their next turn, then they add half their US to the damage made by the Underlings' attacks.

The Overseer makes a Command (+20) test. On a success, the Horde may add its USM to its next Primary Ranged Attack test. This command may only be used once per combat.

Surge

Elite

-

Reaction

Concentration

The Overseer makes a Command (+20) test. On a success, the Horde may add its USM to its next Primary Melee Attack test. This command may only be used once per combat.

Sky Thunder

Jump Packs

-

Full Action

Concentration

The Overseer makes a Command (+10) test. On a success, the Swarm may make a Melee or Charge action, adding the USM as an attack test bonus. Their attack gains the Concussive Quality. On a failure, the Swarm makes a Melee or Charge action, but without the extra Quality or the USM. The Swarm may only use this Command once per combat.

Breach

Siege

-

Full Action

Attack

The Swarm makes a Volley Fire or Melee Attack command. Any cover that is hit and damaged by this attack suffers an extra cover decay equal to US/2.

Tank Killer

Siege

-

Reaction

Concentration

The Overseer makes a Command (+10) test. On a success, the next time the Swarm attacks, one of its attacks (Overseer, Primary, Specialist) gains extra Penetration equal to Unit Strength. This Command may only be used once per combat.

Marked Attack

Spotter

-

Reaction

Concentration

The Overseer makes an Awareness (-10) test. On a success, until the end of their next turn, both the Underlings and the Overseer's attacks are treated as benefitting from a Full Aim.

Wildfire

Wild

-

Half Action

Attack

The Swarm makes a Volley Fire action, with their Primary Ranged weapon gaining the Storm quality. However, if the primary attack test rolls doubles (33, 55 etc), then the Swarm suffers 1d5 US loss.

The Overseer makes an Awareness (+0) test. On a success, the Swarm increases its AP on all areas by 1, +1 per 3 DoS, until the start of its next turn.

Keep Low

Commando

-

Reaction

Movement

When the Swarm is targeted by a ranged attack, the Overseer may make a Dodge (-10) test. On a success, and for every DoS, the Overseer negates one of the hits against the Swarm. The Swarm must be in cover to use this action.

The Overseer makes a Willpower (+10) tests, and kills at least 1 Underling (and may kill more). For each Underling that perishes, the Overseer increases their SRB before division by 1 until the start of their next turn.

Howl of Faith

Faithful

-

Reaction

-

When the Swarm fails a Fear, Pinning or Break test, the Overseer may make a Command (-10) test. On a success, the Swarm doesn't suffer the usual effects of Fear, Pinning or Break, but instead Frenzies for the remainder of the combat, and whenever it loses US, it loses 1 extra to a minimum of 0.

Cover Ground

Pathfinder

-

Reaction

Concentration

The Overseer may make an Awareness or Navigation test. On a success, the Swarm ignores all Difficult Terrain until the start of their next turn, takes a +20 bonus to Athletics and Acrobatics tests, and applies a -10 BS penalty to all attacks against them.

Iron Song

Iron Guard

-

Reaction

Concentration

The Overseer makes a Command (+0) test. Until the start of its next turn, the Swarm gains the Fear (2) trait. Anyone failing a Fear test caused by this takes a -20 penalty to evasion and willpower tests against the Swarm's actions for the remainder of the encounter. A character who passes the test is immune to any further uses of the command.

This Swarm doesn't apply USM as a penalty to Agility tests, including Dodge.

Elusive Dread

Phantoms

-

The Swarm uses AB in place of TB for the purposes of soak. The first time a target is attacked by the Swarm, they must test against Fear. On a failure, they suffer a -10 penalty to attack tests against the Swarm for the rest of the encounter.

Hold the Line

Sergeant

-

This Swarm reduces the damage it takes from attacks by half its US, to a maximum of 4.

Rangers

Commando

-

The Swarm doesn't apply USM as a penalty to Stealth tests. Furthermore, the Swarm gains half its USM as a bonus to attack tests against Surprised targets.

Special Team

Technician

-

The Overseer always counts as being Assisted by two people for their skill tests (besides Parry and Dodge), and the Swarm doesn't take USM as a penalty to skill tests besides Agility ones. The Overseer may use the Medical, Tech Use and Security skills on subjects US km away.

Special Weapons

Bombardier

-

When this Swarm makes a Volley Fire attack, it may forego any attacks with its Primary Ranged weapon. Instead, either the Specialist or the Overseer may apply the Storm, Twin-Linked or Tearing Quality to their attacks.

Spread Blessings

Faithful

-

Whenever this Swarm successfully kills a character or deals US damage to a Swarm, it gains 1 US and gains +10 to all tests until the end of its next turn.

Stand and Fight

Champion

-

The Swarm increases its US by +3 for the purposes of the Melee Attack command, and any commands that modify Melee Attack. It rerolls a single WS attack per turn, so long as it hasn't moved yet.

Stiff Upper Lip

Disciplined

-

The Overseer adds half USM as a bonus to Willpower tests to resist Fear, Pinning and Break.

The Immortals

Iron Guard

-

Whenever the Swarm takes damage from an attack that, after soak, is lesser than their Toughness Bonus, they make a Toughness test; on a success, the attack is negated. At the start of their turn, the Swarm regains 1 US, up to a max equal to their starting amount.

Thruster Heroes

D-Titans

-

Whenever the Swarm takes damage from an attack that, after soak, is lesser than their natural AP, they make a Toughness test; on a success, the attack is negated.

Shadow Iron

Shadowmen

-

Whenever this Swarm successfully kills a character or deals US damage to a Swarm, it gains 1 US. All of this Swarm's attacks gain the Hallucinogen quality.